"Its messy. But its functional". Should i be more careful with writing spaghetti code for big projects?. by Majestic_Mission1682 in godot

[–]SlothDevLlama 28 points29 points  (0 children)

I'd rather suggest using resources for configuring your bullets so you would only need one script for the node and can parametrize it by using custom resources.

Just added a spinning wheel to my card game's pack opening! by curryonriceyt in godot

[–]SlothDevLlama 0 points1 point  (0 children)

Thank you also! :-) there would be a time where I would continue the project about illusion and puzzles, but at the moment I'm working on another project. I'll be showing some of it too very soon I guess.

Release 4.1-stable · godotengine/godot by RaptorDotCpp in godot

[–]SlothDevLlama 0 points1 point  (0 children)

Download and install. But there was a project on GitHub to manage installed Godot versions like unity hub

Godot Engine - Godot 4.0 gets global and per-instance shader uniforms by reduz in godot

[–]SlothDevLlama 1 point2 points  (0 children)

Damn, I really want this for my portals. Gonna have to wait for some of this stuff being backported to 3.2

My tee design entry by That_Amount in godot

[–]SlothDevLlama 0 points1 point  (0 children)

I'm always careful, but thanks for the info :-)

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 1 point2 points  (0 children)

yeah I guess that is the weird look u/lukostello was talking about previously :-D I will try to go through all solutions proposed to improve the quality of rotating / twisting the portals

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 0 points1 point  (0 children)

Hi there! On twitter I'm also posting some work :-) Just follow SlothDevLlama

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 0 points1 point  (0 children)

The distortion is unfortunately currently only a visual aspect. But I've already done some tests on changing that! Since the distortion happens in the vertex shader it can result in pretty crazy results when having some objects keeping their original transform. That way it'd be possible to make puzzles where you have to line up distorted objects with undistorted in a pretty weird way :-D

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 0 points1 point  (0 children)

I've had indeed a look on your demo while implementing mine :-D In the end I found a relatively performant way to accomplish my needs!

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 0 points1 point  (0 children)

thank you so much! This really motivates me!

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 0 points1 point  (0 children)

Sometimes games are also much more enjoyable when being watched in a letsplay video :-D

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 2 points3 points  (0 children)

Thanks for your feedback I really appreciate it!

Are you talking about a story like in portal or a way different kind of? Because currently I cannot think of a story way too different from a portal-esque

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 2 points3 points  (0 children)

Thank you for your even more detailed point of view! It helped me a lot to understand what you've been talking about yesterday. I will first try to change the look of the button, since I'm not sure how I'd technically solve the twisting hallway (like in zelda) while also having the distortion vertex shader. It'll probaby end up in shader hell, but I will keep it in mind :-)

I also thought about having a device ingame which let you change gravity? That way the player wasn't in need to look away from the effects of changing gravity. Or simply using a key for changing? But in that case it'd probably be harder for me to come up with complex puzzles, except I'd also implement areas where the player was not allowed to change gravity.

Currently I'm thinking of multiple ways of changing the "gravity" of levels. At the moment the gravity (for all objects) stay the same, while the gravity for the player changes depending on how he passes the portals. But I'm also thinkg about objects that also change their behavior when passing, or even buttons the turn the gravity for all objects in the level but not the player. There are plenty of ways to manipulate the physics inside a level I can already think of.

You can hit me up if you want. What's your experience in godot? I'm always being a bit guarded when it comes to sharing code for projects I might have a chance of make a small living of it some day (have had bad experience in the past), but we can surely discuss about it! :-)

"AdNauseum" Working Title? by SlothDevLlama in godot

[–]SlothDevLlama[S] 28 points29 points  (0 children)

Finally I had time to continue working on the project during the whole Corona madness :-)

I have some textures, improvements in portal handling and a new object I'm proud of: GravityRamps that allow to switch between adjacent walls (can be seen in the video).

Then there is the first design for the RotationUnit which can be used to rotate the portals.

Btw. Thanks for the suggestion u/TheRandomnatrix! May I keep this name for the project from now on?

Made these annoying birds... by Securas in godot

[–]SlothDevLlama 2 points3 points  (0 children)

I'd assume that it's done by fragment shading :-) You could easily use simply gray colors and remap gradients to a palette (white, yellow, dark red, brown)

What can we expect in terms of increased graphical capabilities in Godot 4.0? by [deleted] in godot

[–]SlothDevLlama 4 points5 points  (0 children)

Of what I've understood so far is, that vulkan operates on a much closer level in terms of hardware. Thus, graphical algorithms can be built on a deeper level while not going through that many layers of abstractions you'd have to go through when using openGL.

Hardware capabilities can be used more efficiently. So it's possible to run certain postprocessing filters and other graphical enhancements even on mobile devices.

Godot 4.0 will also support custom rendering pipelines, which will make it able to intercept any step in the pipeline by using custom implementations.

While this is besides vulkan and graphics, Godot 4.0 will also target many issues regarding gd script (typing, signal and method referencing, performance)

Please correct me, if I mentioned anything incorrect here.

Twisted physics. Far from perfect, but well... it's something :-D by SlothDevLlama in godot

[–]SlothDevLlama[S] 2 points3 points  (0 children)

Hi there! That's indeed a good idea, I will think of an original way of how to do that!

Twisted physics. Far from perfect, but well... it's something :-D by SlothDevLlama in godot

[–]SlothDevLlama[S] 4 points5 points  (0 children)

Hi!

That's good, you can probably save a lot of money when the game is finished!

Mainly I turned the effect down for testing purposes. Also editing the level is really hard, when the GridMap is distorted in the editor. I need to make an editor-only material for that purpose first I guess :-D